AllLayers |
全てのレイヤーを含むレイヤーマスク定数
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angularSleepTolerance |
A rigid-body cannot sleep if its angular velocity is above this tolerance. |
baumgarteScale |
The scale factor that controls how fast overlaps are resolved. |
baumgarteTOIScale |
The scale factor that controls how fast TOI overlaps are resolved. |
changeStopsCallbacks |
Whether or not to stop reporting collision callbacks immediately if any of the objects involved in the collision are deleted/moved.
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DefaultRaycastLayers |
デフォルトで Raycast に関係する全てのレイヤーを含むレイヤー定数
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gravity |
Acceleration due to gravity. |
IgnoreRaycastLayer |
デフォルトのレイヤーマスク定数であるIgonore Raycast
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linearSleepTolerance |
A rigid-body cannot sleep if its linear velocity is above this tolerance. |
maxAngularCorrection |
The maximum angular position correction used when solving constraints. This helps to prevent overshoot. |
maxLinearCorrection |
The maximum linear position correction used when solving constraints. This helps to prevent overshoot. |
maxRotationSpeed |
The maximum angular speed of a rigid-body per physics update. Increasing this can cause numerical problems. |
maxTranslationSpeed |
The maximum linear speed of a rigid-body per physics update. Increasing this can cause numerical problems. |
minPenetrationForPenalty |
The minimum contact penetration radius allowed before any separation impulse force is applied. Extreme caution should be used when modifying this value as making this smaller means that polygons will have an insufficient buffer for continuous collision and making it larger may create artefacts for vertex collision. |
positionIterations |
The number of iterations of the physics solver when considering objects' positions.
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raycastsHitTriggers |
Do raycasts detect Colliders configured as triggers?
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raycastsStartInColliders |
Whether ray/line casts that start inside a collider(s) detect that collider(s) or not.
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timeToSleep |
The time in seconds that a rigid-body must be still before it will go to sleep. |
velocityIterations |
The number of iterations of the physics solver when considering objects' velocities.
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velocityThreshold |
Any collisions with a relative linear velocity below this threshold will be treated as inelastic. |